Thanks again for all the input on this, it has been really appreciated!
Here is what I got so far for Tuesday.
Encounter:
26 minutes on the clock, from when the encounter starts.
Fully analysing the situation takes 2 minutes, and requires a Disable Device or Knowledge[Arcana] check of DC27. That will identify that the eight components. This makes deactivating the components in a particular order more involved and more interesting. It also gives the party an opportunity to just subdue the bomb - the terrorits need all the components, so taking just a couple out of the equation might do the trick instead.
Deactivating each component requires a Disable Device DC23, much harder than in the book but less fatal. Each check takes 1 minute; if assisted it takes 2 but gets an extra +2 to the roll (two people have a better chance, but tend to get in the way and take longer). Celawyn's DD is 13, so with a likely +4 to the roll from buffs and being aided, he should be fine most of the time, but likely to fail a few.
Should an explosion happen, everyone near the bomb gets a DC20 Reflex save to get out of dodge; any failures get 15d6 worth of damage. The party Slayer would probably be fine, this is more a risk to the wizard in the party who will no doubt look to help.
If, at 4 minutes left on the clock, the bomb is still active, at that point Stansfield will volunteer to risk his life in stopping the bomb and advise the constables to jump off the train and leave it to him. Thanks both for the suggestions with Stansfield - I like the idea of him being a little heroic at this juncture, it draws the attention to him without a big sign saying 'I'm Obscurati'. He is just being cool.
* Fire Humor. Refined trait in sentient beings that motivates activity and emotion. Acts as trigger.
Failure: Triggers bomb in whatever stage (an easy knowledge roll determines this).
Success: No longer can trigger, bomb deactivated but dangerous.
* Aether. That which fills vacuum. Massively expands size of explosion.
Failure: 6d6 force damage. 2d6 further force damage for each further substance interacted with.
Success: Size of explosion will be significantly reduced and would be contained within the train, but may cause unexpected structural damage to the tunnel and above.
* Phlogiston. Pure elemental fire in liquid form. The actual destructive agent of the explosion.
Failure: 6d6 fire damage. 2d6 further fire damage for each further substance interacted with.
Success: Significantly reduced destructive force, but other components could still cause mass death.
* Frayed Chronosomia. Fluid time which, when poured, extrudes in the shape of woven threads. This unstable version makes the explosion difficult to detect with foresight and divination.
Failure: Each further substance takes twice as long to disconnect.
Success: Nothing of importance.
* Witchoil. Black essence of the barrier between this world and the Bleak Gate. An accelerant that starts the reaction.
Failure: 6d6 negative damage. Half time left.
Success: Add 5 minutes to the clock - enough for the train to pass by the intended target at least.
* Blood Infused with Ambergris. The calming agent that prevents premature detonation.
Success or Failure: Half time left. This doesn't sound like something you want to play with when trying to stop the explosion!
* Serpent’s Loop. Scales of snakes that have devoured themselves, boiled in venom. Makes the fire burn any substance, even stone.
Failure: 6d6 acid damage. 2d6 further acid damage for each further substance interacted with.
Success: Less explosive as the flames wouldn't be able to carve through the stone.
* Frostburn. Transmuted phlogiston that freezes instead of burns. Will coat everything burnt by the explosion with a layer of ice.
Failure: 6d6 cold damage. 2d6 further cold damage for each further substance interacted with.
Success: Less.... icy?
Thoughts? Improvements?